* Fix merge conflict * Fix formatting, fix rule for heir access after merge * Writing combat logic helpers * More helpers! * More logic! * Rename has_stick to has_melee, some fixes per Medic's review * Clamp max power from sword upgrades * Wrote the rest of the helpers * Remove unused import * Apply item classifications * Create the combat logic option * Item classification varies based on option * Add the shop sword logic stuff in * Add the rules for the boss-only option * Fix tiny issues * Some early Overworld combat logic * Fill out swamp combat logic * Add note * Bump up Boss Scav and Heir * More revisions to combat logic * Some changes, currently broken * New system for power, kinda jank probably * Revisions to new system, needs more balancing * Cap attack upgrades * Uncap mp power since it's directly related to damage output * Voidlings * Put together a table showing the vanilla-expected stats for each area * Added some info on potion counts * Made new helper functions * Make has_required_stats * Make has_combat_reqs * Update er_rules for new combat reqs * Fix all the broken things ever * Remove outdated todo * Make temp option for testing logic * More flexible choices for combat items * Hard require sword for bosses * Temporarily default combat logic to on * Finish writing overworld combat logic * East Forest combat logic done * Remove a few easy ones * Finish beneath the well * Dark Tomb combat logic * West Garden combat logic * make unit tests checkmark again * Weird west garden dagger house edge case * Try block for that weird west garden edge case * Add quarry combat logic * Update to filter out unreachable regions outside of ER * Fortress Grave Path logic, and a couple fixes to the west garden logic * Fortress east shortcut logic, and rewriting the try except blocks to use finally * Refactor to use a new function cause wow there was a lot of repeated code * Add combat logic to the other two sets of fortress fuses * Add combat rules to beneath the vault * Fix missing cathedral -> elevator connection * Combat logic for cathedral to elevator * Add cathedral main region, rename cathedral -> cathedral entry * Setup cathedral combat logic * Adjust locations' regions for ER * Add laurels zip logic to the chest in the spike room in cathedral * Add combat logic to frog's domain * Move frog's domain locations to regions for combat logic * Add new frog's domain regions for combat logic * Update region name for frog's domain * Fix typo * Add more regions for lower zig * Move around lower zig regions for combat logic * Lower Zig combat logic * Upper zig combat logic * Fix typo * Fix typos * Fix missing world. * Update combat logic description * Add todo * Add todo * Don't make zig skip if er or fixed shop is off * Make it so zig skip is only made with fewer shops and er * Temporarily default combat logic on * Update test to explicitly disable combat logic * Update test_access.py * Slight wording changes * Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples * Run through checks you can do with magic dagger * Run through checks you can do with magic dagger * Add rule for entering town portal of having equipment to deal with enemies * Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm * Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels * Revamp combat logic function to work properly without melee * Add laurels rules to combat logic chests * Modify beneath the vault bridge rule to need a lantern if combat logic is on * Put in money logic * Dagger or combat for swamp big skeleton chest * Remove the 100 moneys from logic * Modify lower zig ls drop region destinations * Remove completed todo * Reword combat logic option description, remove test option * Add combat logic to slot data * Merge Silent's missing slot data bugfix PR #3628 * Remove test combat option * Update combat logic description * Fix secret gathering place issue * Fix secret gathering place issue * Fix lower zig ls rule * Fix accidentally removed librarian rule * Remove redundant rule * Update gauntlet rule to hard-require a sword * Add test for a problematic connection * Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic * Fix create_item classification * Update some comments * Update per exempt's suggestion * Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off * Add EntranceLayout option * Add back LogicRules as an invisible option, to not break old yamls * Fix a bug with seed group, continue changing fixed shop to entrance layout * Fix missed fixed shop -> entrance layout spot * Fix bug in seed groups with fixed shop on and off * Add entrance layout to the UT regen stuff * Put direction. in, will add them later * Remove unused elevation from portal class * Got like half of them in * Finish adding all of the directions * Add combat rule for zig front to back * Update per Medic's suggestion * Update ladder storage without items option description * Mess with state with collect and remove to save like 2 seconds (never again) * Save even more time, still never going to do this again on anything else * Add option check for collect and remove * Add directions to shop portals * Update direction in Portal with default * Move Direction above Portal * Add decoupled option, mess with plando connection stuff * Merge, implement verify plando directions * Condense the stuff in change and remove to less lines (thanks medic) * Remove unused thing * Swap to using logicmixin instead of prog_items (thanks Vi) * Fix consistency in stat counters * Add back something that was needed * Fix mistake when adding back * Making the fix better (thanks medic) * Make it actually return false if it gets to the backup lists and fails them * Fix stuff after merge * Add outlet regions, create new regions as needed for them * Put together part of decoupled and direction pairs * make direction pairs work * Make decoupled work * Make fixed shop work again * Fix a few minor bugs * Fix a few minor bugs * Fix plando * god i love programming * Reorder portal list * Update portal sorter for variable shops * Add missing parameter * Some cleanup of prints and functions * Fix typo * it's aliiiiiive * Make seed groups not sync decoupled * Add test with full-shop plando * Fix bug with vanilla portals * Handle plando connections and direction pair errors * Update plando checking for decoupled * Fix typo * Fix exception text to be shorter * Add some more comments * Add todo note * Remove unused safety thing * Remove extra plando connections definition in options * Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log * Fix weird edge case that is technically user error * Add note to fixed shop * Fix parsing shop names in UT * Remove debug print * Actually make UT work * multiworld. to world. * Fix typo from merge * Make it so the shops show up in the entrance hints * Fix bug in ladder storage rules * Remove blank line * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py # worlds/tunic/rules.py # worlds/tunic/test/test_access.py * Fix issues after merge * Update plando connections stuff in docs * Fix library mistake * has_stick -> has_melee * has_stick -> has_melee * Add a failsafe for direction pairing * Fix playthrough crash bug * Remove init from logicmixin * Updates per code review (thanks hesto) * has_stick to has_melee in newer update * has_stick to has_melee in newer update * # Conflicts: # worlds/tunic/__init__.py # worlds/tunic/combat_logic.py # worlds/tunic/er_data.py # worlds/tunic/er_rules.py # worlds/tunic/er_scripts.py * Cleanup more stuff after merge * Revert "Cleanup more stuff after merge" This reverts commit a6ee9a93da8f2fcc4413de6df6927b246017889d. * Revert "# Conflicts:" This reverts commit c74ccd74a45b6ad6b9abe6e339d115a0c98baf30. * Cleanup more stuff after merge * Swap to .get for decoupled so it works with older games probably maybe * Fix after merge * Fix typo * Fix UT support with fixed shop option * Backport plando connections fix * Fix issue with fixed shop + decoupled * Make the error not duplicate the while loop condition * Fix rule for quarry back to monastery * Fix more stuff after merge * Make it not output anything if you set plando connections but not ER * Add obvious note to plando connections description * Fix after merge * add comment to commented out connection --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
		
			
				
	
	
		
			403 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			403 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import Dict, TYPE_CHECKING
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from worlds.generic.Rules import set_rule, forbid_item, add_rule
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from BaseClasses import CollectionState
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from .options import LadderStorage, IceGrappling, HexagonQuestAbilityUnlockType
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if TYPE_CHECKING:
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    from . import TunicWorld
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laurels = "Hero's Laurels"
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grapple = "Magic Orb"
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ice_dagger = "Magic Dagger"
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fire_wand = "Magic Wand"
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gun = "Gun"
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lantern = "Lantern"
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fairies = "Fairy"
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coins = "Golden Coin"
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prayer = "Pages 24-25 (Prayer)"
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holy_cross = "Pages 42-43 (Holy Cross)"
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icebolt = "Pages 52-53 (Icebolt)"
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shield = "Shield"
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key = "Key"
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house_key = "Old House Key"
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vault_key = "Fortress Vault Key"
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mask = "Scavenger Mask"
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red_hexagon = "Red Questagon"
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green_hexagon = "Green Questagon"
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blue_hexagon = "Blue Questagon"
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gold_hexagon = "Gold Questagon"
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# "Quarry - [East] Bombable Wall" is excluded from this list since it has slightly different rules
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bomb_walls = ["East Forest - Bombable Wall", "Eastern Vault Fortress - [East Wing] Bombable Wall",
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              "Overworld - [Central] Bombable Wall", "Overworld - [Southwest] Bombable Wall Near Fountain",
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              "Quarry - [West] Upper Area Bombable Wall", "Ruined Atoll - [Northwest] Bombable Wall"]
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def randomize_ability_unlocks(world: "TunicWorld") -> Dict[str, int]:
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    random = world.random
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    options = world.options
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    abilities = [prayer, holy_cross, icebolt]
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    ability_requirement = [1, 1, 1]
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    random.shuffle(abilities)
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    if options.hexagon_quest.value and options.hexagon_quest_ability_type == HexagonQuestAbilityUnlockType.option_hexagons:
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        hexagon_goal = options.hexagon_goal.value
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        # Set ability unlocks to 25, 50, and 75% of goal amount
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        ability_requirement = [hexagon_goal // 4, hexagon_goal // 2, hexagon_goal * 3 // 4]
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        if any(req == 0 for req in ability_requirement):
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            ability_requirement = [1, 2, 3]
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    return dict(zip(abilities, ability_requirement))
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def has_ability(ability: str, state: CollectionState, world: "TunicWorld") -> bool:
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    options = world.options
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    ability_unlocks = world.ability_unlocks
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    if not options.ability_shuffling:
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        return True
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    if options.hexagon_quest and options.hexagon_quest_ability_type == HexagonQuestAbilityUnlockType.option_hexagons:
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        return state.has(gold_hexagon, world.player, ability_unlocks[ability])
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    return state.has(ability, world.player)
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# a check to see if you can whack things in melee at all
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def has_melee(state: CollectionState, player: int) -> bool:
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    return state.has_any({"Stick", "Sword", "Sword Upgrade"}, player)
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def has_sword(state: CollectionState, player: int) -> bool:
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    return state.has("Sword", player) or state.has("Sword Upgrade", player, 2)
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def laurels_zip(state: CollectionState, world: "TunicWorld") -> bool:
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    return world.options.laurels_zips and state.has(laurels, world.player)
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def has_ice_grapple_logic(long_range: bool, difficulty: IceGrappling, state: CollectionState, world: "TunicWorld") -> bool:
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    if world.options.ice_grappling < difficulty:
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        return False
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    if not long_range:
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        return state.has_all({ice_dagger, grapple}, world.player)
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    else:
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        return state.has_all({ice_dagger, fire_wand, grapple}, world.player) and has_ability(icebolt, state, world)
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def can_ladder_storage(state: CollectionState, world: "TunicWorld") -> bool:
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    if not world.options.ladder_storage:
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        return False
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    if world.options.ladder_storage_without_items:
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        return True
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    return has_melee(state, world.player) or state.has_any((grapple, shield), world.player)
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def has_mask(state: CollectionState, world: "TunicWorld") -> bool:
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    return world.options.maskless or state.has(mask, world.player)
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def has_lantern(state: CollectionState, world: "TunicWorld") -> bool:
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    return world.options.lanternless or state.has(lantern, world.player)
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def set_region_rules(world: "TunicWorld") -> None:
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    player = world.player
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    options = world.options
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    world.get_entrance("Overworld -> Overworld Holy Cross").access_rule = \
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        lambda state: has_ability(holy_cross, state, world)
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    world.get_entrance("Overworld -> Beneath the Well").access_rule = \
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        lambda state: has_melee(state, player) or state.has(fire_wand, player)
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    world.get_entrance("Overworld -> Dark Tomb").access_rule = \
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        lambda state: has_lantern(state, world)
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    # laurels in, ladder storage in through the furnace, or ice grapple down the belltower
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    world.get_entrance("Overworld -> West Garden").access_rule = \
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        lambda state: (state.has(laurels, player)
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                       or can_ladder_storage(state, world)
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                       or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
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    world.get_entrance("Overworld -> Eastern Vault Fortress").access_rule = \
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        lambda state: state.has(laurels, player) \
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        or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world) \
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        or can_ladder_storage(state, world)
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    # using laurels or ls to get in is covered by the -> Eastern Vault Fortress rules
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    world.get_entrance("Overworld -> Beneath the Vault").access_rule = \
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        lambda state: (has_lantern(state, world) and has_ability(prayer, state, world)
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                       # there's some boxes in the way
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                       and (has_melee(state, player) or state.has_any((gun, grapple, fire_wand), player)))
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    world.get_entrance("Ruined Atoll -> Library").access_rule = \
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        lambda state: (state.has_any({grapple, laurels}, player) and has_ability(prayer, state, world)
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                       and (has_sword(state, player) or state.has_any((fire_wand, gun), player)))
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    world.get_entrance("Overworld -> Quarry").access_rule = \
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        lambda state: (has_sword(state, player) or state.has(fire_wand, player)) \
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        and (state.has_any({grapple, laurels, gun}, player) or can_ladder_storage(state, world))
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    world.get_entrance("Quarry Back -> Quarry").access_rule = \
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        lambda state: has_sword(state, player) or state.has(fire_wand, player)
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    world.get_entrance("Quarry Back -> Monastery").access_rule = \
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        lambda state: state.has(laurels, player)
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    world.get_entrance("Monastery -> Monastery Back").access_rule = \
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        lambda state: (has_sword(state, player) or state.has(fire_wand, player)
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                       or laurels_zip(state, world))
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    world.get_entrance("Quarry -> Lower Quarry").access_rule = \
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        lambda state: has_mask(state, world)
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    world.get_entrance("Lower Quarry -> Rooted Ziggurat").access_rule = \
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        lambda state: state.has(grapple, player) and has_ability(prayer, state, world)
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    world.get_entrance("Swamp -> Cathedral").access_rule = \
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        lambda state: (state.has(laurels, player) and has_ability(prayer, state, world) and has_sword(state, player)) \
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        or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
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    world.get_entrance("Overworld -> Spirit Arena").access_rule = \
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        lambda state: ((state.has(gold_hexagon, player, options.hexagon_goal.value) if options.hexagon_quest.value
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                       else state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player)
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                       and state.has_group_unique("Hero Relics", player, 6))
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                       and has_ability(prayer, state, world) and has_sword(state, player)
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                       and state.has_any({lantern, laurels}, player))
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    world.get_region("Quarry").connect(world.get_region("Rooted Ziggurat"),
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                                       rule=lambda state: has_ice_grapple_logic(True, IceGrappling.option_hard, state, world)
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                                       and has_ability(prayer, state, world))
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    if options.ladder_storage >= LadderStorage.option_medium:
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        # ls at any ladder in a safe spot in quarry to get to the monastery rope entrance
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        add_rule(world.get_entrance(entrance_name="Quarry Back -> Monastery"),
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                 rule=lambda state: can_ladder_storage(state, world))
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def set_location_rules(world: "TunicWorld") -> None:
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    player = world.player
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    forbid_item(world.get_location("Secret Gathering Place - 20 Fairy Reward"), fairies, player)
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    # Ability Shuffle Exclusive Rules
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    set_rule(world.get_location("Far Shore - Page Pickup"),
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             lambda state: has_ability(prayer, state, world))
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    set_rule(world.get_location("Fortress Courtyard - Chest Near Cave"),
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             lambda state: has_ability(prayer, state, world)
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             or state.has(laurels, player)
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             or can_ladder_storage(state, world)
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             or (has_ice_grapple_logic(True, IceGrappling.option_easy, state, world)
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                 and has_lantern(state, world)))
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    set_rule(world.get_location("Fortress Courtyard - Page Near Cave"),
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             lambda state: has_ability(prayer, state, world) or state.has(laurels, player)
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             or can_ladder_storage(state, world)
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             or (has_ice_grapple_logic(True, IceGrappling.option_easy, state, world)
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                 and has_lantern(state, world)))
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    set_rule(world.get_location("East Forest - Dancing Fox Spirit Holy Cross"),
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             lambda state: has_ability(holy_cross, state, world))
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    set_rule(world.get_location("Forest Grave Path - Holy Cross Code by Grave"),
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             lambda state: has_ability(holy_cross, state, world))
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    set_rule(world.get_location("East Forest - Golden Obelisk Holy Cross"),
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             lambda state: has_ability(holy_cross, state, world))
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    set_rule(world.get_location("Beneath the Well - [Powered Secret Room] Chest"),
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             lambda state: has_ability(prayer, state, world))
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    set_rule(world.get_location("West Garden - [North] Behind Holy Cross Door"),
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             lambda state: has_ability(holy_cross, state, world))
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    set_rule(world.get_location("Library Hall - Holy Cross Chest"),
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             lambda state: has_ability(holy_cross, state, world))
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    set_rule(world.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross"),
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             lambda state: has_ability(holy_cross, state, world))
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    set_rule(world.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)"),
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             lambda state: has_ability(holy_cross, state, world))
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    set_rule(world.get_location("Quarry - [Back Entrance] Bushes Holy Cross"),
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             lambda state: has_ability(holy_cross, state, world))
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    set_rule(world.get_location("Cathedral - Secret Legend Trophy Chest"),
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             lambda state: has_ability(holy_cross, state, world))
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    # Overworld
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    set_rule(world.get_location("Overworld - [Southwest] Fountain Page"),
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             lambda state: state.has(laurels, player))
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    set_rule(world.get_location("Overworld - [Southwest] Grapple Chest Over Walkway"),
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             lambda state: state.has_any({grapple, laurels}, player))
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    set_rule(world.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2"),
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             lambda state: state.has_any({grapple, laurels}, player))
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    set_rule(world.get_location("Far Shore - Secret Chest"),
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             lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
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    set_rule(world.get_location("Overworld - [Southeast] Page on Pillar by Swamp"),
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             lambda state: state.has(laurels, player))
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    set_rule(world.get_location("Old House - Normal Chest"),
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             lambda state: state.has(house_key, player)
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             or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
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             or laurels_zip(state, world))
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    set_rule(world.get_location("Old House - Holy Cross Chest"),
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             lambda state: has_ability(holy_cross, state, world) and (
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                     state.has(house_key, player)
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                     or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
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                     or laurels_zip(state, world)))
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    set_rule(world.get_location("Old House - Shield Pickup"),
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             lambda state: state.has(house_key, player)
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             or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)
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             or laurels_zip(state, world))
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    set_rule(world.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb"),
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             lambda state: state.has(laurels, player))
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    set_rule(world.get_location("Overworld - [Southwest] From West Garden"),
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             lambda state: state.has(laurels, player))
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    set_rule(world.get_location("Overworld - [West] Chest After Bell"),
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             lambda state: state.has(laurels, player)
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             or (has_lantern(state, world) and has_sword(state, player))
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             or can_ladder_storage(state, world))
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    set_rule(world.get_location("Overworld - [Northwest] Chest Beneath Quarry Gate"),
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             lambda state: state.has_any({grapple, laurels}, player))
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    set_rule(world.get_location("Overworld - [East] Grapple Chest"),
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             lambda state: state.has(grapple, player))
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    set_rule(world.get_location("Special Shop - Secret Page Pickup"),
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             lambda state: state.has(laurels, player))
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    set_rule(world.get_location("Sealed Temple - Holy Cross Chest"),
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             lambda state: has_ability(holy_cross, state, world)
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             and (state.has(laurels, player) or (has_lantern(state, world) and (has_sword(state, player)
 | 
						|
                                                                                or state.has(fire_wand, player)))
 | 
						|
                  or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)))
 | 
						|
    set_rule(world.get_location("Sealed Temple - Page Pickup"),
 | 
						|
             lambda state: state.has(laurels, player)
 | 
						|
             or (has_lantern(state, world) and (has_sword(state, player) or state.has(fire_wand, player)))
 | 
						|
             or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | 
						|
    set_rule(world.get_location("West Furnace - Lantern Pickup"),
 | 
						|
             lambda state: has_melee(state, player) or state.has_any({fire_wand, laurels}, player))
 | 
						|
 | 
						|
    set_rule(world.get_location("Secret Gathering Place - 10 Fairy Reward"),
 | 
						|
             lambda state: state.has(fairies, player, 10))
 | 
						|
    set_rule(world.get_location("Secret Gathering Place - 20 Fairy Reward"),
 | 
						|
             lambda state: state.has(fairies, player, 20))
 | 
						|
    set_rule(world.get_location("Coins in the Well - 3 Coins"),
 | 
						|
             lambda state: state.has(coins, player, 3))
 | 
						|
    set_rule(world.get_location("Coins in the Well - 6 Coins"),
 | 
						|
             lambda state: state.has(coins, player, 6))
 | 
						|
    set_rule(world.get_location("Coins in the Well - 10 Coins"),
 | 
						|
             lambda state: state.has(coins, player, 10))
 | 
						|
    set_rule(world.get_location("Coins in the Well - 15 Coins"),
 | 
						|
             lambda state: state.has(coins, player, 15))
 | 
						|
 | 
						|
    # East Forest
 | 
						|
    set_rule(world.get_location("East Forest - Lower Grapple Chest"),
 | 
						|
             lambda state: state.has(grapple, player))
 | 
						|
    set_rule(world.get_location("East Forest - Lower Dash Chest"),
 | 
						|
             lambda state: state.has_all({grapple, laurels}, player))
 | 
						|
    set_rule(world.get_location("East Forest - Ice Rod Grapple Chest"),
 | 
						|
             lambda state: state.has_all({grapple, ice_dagger, fire_wand}, player)
 | 
						|
             and has_ability(icebolt, state, world))
 | 
						|
 | 
						|
    # West Garden
 | 
						|
    set_rule(world.get_location("West Garden - [North] Across From Page Pickup"),
 | 
						|
             lambda state: state.has(laurels, player))
 | 
						|
    set_rule(world.get_location("West Garden - [West] In Flooded Walkway"),
 | 
						|
             lambda state: state.has(laurels, player))
 | 
						|
    set_rule(world.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest"),
 | 
						|
             lambda state: state.has(laurels, player) and has_ability(holy_cross, state, world))
 | 
						|
    set_rule(world.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House"),
 | 
						|
             lambda state: (state.has(laurels, player) and has_ability(prayer, state, world))
 | 
						|
             or has_ice_grapple_logic(True, IceGrappling.option_easy, state, world))
 | 
						|
    set_rule(world.get_location("West Garden - [Central Lowlands] Below Left Walkway"),
 | 
						|
             lambda state: state.has(laurels, player))
 | 
						|
    set_rule(world.get_location("West Garden - [Central Highlands] After Garden Knight"),
 | 
						|
             lambda state: state.has(laurels, player)
 | 
						|
             or (has_lantern(state, world) and has_sword(state, player))
 | 
						|
             or can_ladder_storage(state, world))
 | 
						|
 | 
						|
    # Ruined Atoll
 | 
						|
    set_rule(world.get_location("Ruined Atoll - [West] Near Kevin Block"),
 | 
						|
             lambda state: state.has(laurels, player))
 | 
						|
    # ice grapple push a crab through the door
 | 
						|
    set_rule(world.get_location("Ruined Atoll - [East] Locked Room Lower Chest"),
 | 
						|
             lambda state: state.has(laurels, player) or state.has(key, player, 2)
 | 
						|
             or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | 
						|
    set_rule(world.get_location("Ruined Atoll - [East] Locked Room Upper Chest"),
 | 
						|
             lambda state: state.has(laurels, player) or state.has(key, player, 2)
 | 
						|
             or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world))
 | 
						|
    set_rule(world.get_location("Librarian - Hexagon Green"),
 | 
						|
             lambda state: has_sword(state, player))
 | 
						|
 | 
						|
    # Frog's Domain
 | 
						|
    set_rule(world.get_location("Frog's Domain - Side Room Grapple Secret"),
 | 
						|
             lambda state: state.has_any({grapple, laurels}, player))
 | 
						|
    set_rule(world.get_location("Frog's Domain - Grapple Above Hot Tub"),
 | 
						|
             lambda state: state.has_any({grapple, laurels}, player))
 | 
						|
    set_rule(world.get_location("Frog's Domain - Escape Chest"),
 | 
						|
             lambda state: state.has_any({grapple, laurels}, player))
 | 
						|
 | 
						|
    # Library Lab
 | 
						|
    set_rule(world.get_location("Library Lab - Page 1"),
 | 
						|
             lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
 | 
						|
    set_rule(world.get_location("Library Lab - Page 2"),
 | 
						|
             lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
 | 
						|
    set_rule(world.get_location("Library Lab - Page 3"),
 | 
						|
             lambda state: has_melee(state, player) or state.has_any((fire_wand, gun), player))
 | 
						|
 | 
						|
    # Eastern Vault Fortress
 | 
						|
    # yes, you can clear the leaves with dagger
 | 
						|
    # gun isn't included since it can only break one leaf pile at a time, and we don't check how much mana you have
 | 
						|
    # but really, I expect the player to just throw a bomb at them if they don't have melee
 | 
						|
    set_rule(world.get_location("Fortress Leaf Piles - Secret Chest"),
 | 
						|
             lambda state: state.has(laurels, player) and (has_melee(state, player) or state.has(ice_dagger, player)))
 | 
						|
    set_rule(world.get_location("Fortress Arena - Siege Engine/Vault Key Pickup"),
 | 
						|
             lambda state: has_sword(state, player)
 | 
						|
             and (has_ability(prayer, state, world)
 | 
						|
                  or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)))
 | 
						|
    set_rule(world.get_location("Fortress Arena - Hexagon Red"),
 | 
						|
             lambda state: state.has(vault_key, player)
 | 
						|
             and (has_ability(prayer, state, world)
 | 
						|
                  or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)))
 | 
						|
 | 
						|
    # Beneath the Vault
 | 
						|
    set_rule(world.get_location("Beneath the Fortress - Bridge"),
 | 
						|
             lambda state: has_lantern(state, world) and
 | 
						|
                           (has_melee(state, player) or state.has_any((laurels, fire_wand, ice_dagger, gun), player)))
 | 
						|
    set_rule(world.get_location("Beneath the Fortress - Obscured Behind Waterfall"),
 | 
						|
             lambda state: has_melee(state, player) and has_lantern(state, world))
 | 
						|
 | 
						|
    # Quarry
 | 
						|
    set_rule(world.get_location("Quarry - [Central] Above Ladder Dash Chest"),
 | 
						|
             lambda state: state.has(laurels, player))
 | 
						|
    set_rule(world.get_location("Rooted Ziggurat Upper - Near Bridge Switch"),
 | 
						|
             lambda state: has_sword(state, player) or state.has_all({fire_wand, laurels}, player))
 | 
						|
    set_rule(world.get_location("Rooted Ziggurat Lower - Hexagon Blue"),
 | 
						|
             lambda state: has_sword(state, player))
 | 
						|
 | 
						|
    # Swamp
 | 
						|
    set_rule(world.get_location("Cathedral Gauntlet - Gauntlet Reward"),
 | 
						|
             lambda state: (state.has(fire_wand, player) and has_sword(state, player))
 | 
						|
             and (state.has(laurels, player) 
 | 
						|
                  or has_ice_grapple_logic(False, IceGrappling.option_medium, state, world)))
 | 
						|
    set_rule(world.get_location("Swamp - [Entrance] Above Entryway"),
 | 
						|
             lambda state: state.has(laurels, player))
 | 
						|
    set_rule(world.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest"),
 | 
						|
             lambda state: state.has(laurels, player))
 | 
						|
    set_rule(world.get_location("Swamp - [Outside Cathedral] Obscured Behind Memorial"),
 | 
						|
             lambda state: state.has(laurels, player))
 | 
						|
    set_rule(world.get_location("Swamp - [South Graveyard] 4 Orange Skulls"),
 | 
						|
             lambda state: has_sword(state, player))
 | 
						|
 | 
						|
    # Hero's Grave
 | 
						|
    set_rule(world.get_location("Hero's Grave - Tooth Relic"),
 | 
						|
             lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
 | 
						|
    set_rule(world.get_location("Hero's Grave - Mushroom Relic"),
 | 
						|
             lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
 | 
						|
    set_rule(world.get_location("Hero's Grave - Ash Relic"),
 | 
						|
             lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
 | 
						|
    set_rule(world.get_location("Hero's Grave - Flowers Relic"),
 | 
						|
             lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
 | 
						|
    set_rule(world.get_location("Hero's Grave - Effigy Relic"),
 | 
						|
             lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
 | 
						|
    set_rule(world.get_location("Hero's Grave - Feathers Relic"),
 | 
						|
             lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
 | 
						|
 | 
						|
    # Bombable Walls
 | 
						|
    for location_name in bomb_walls:
 | 
						|
        # has_sword is there because you can buy bombs in the shop
 | 
						|
        set_rule(world.get_location(location_name),
 | 
						|
                 lambda state: state.has(gun, player)
 | 
						|
                 or has_sword(state, player)
 | 
						|
                 or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | 
						|
    add_rule(world.get_location("Cube Cave - Holy Cross Chest"),
 | 
						|
             lambda state: state.has(gun, player)
 | 
						|
             or has_sword(state, player)
 | 
						|
             or has_ice_grapple_logic(False, IceGrappling.option_hard, state, world))
 | 
						|
    # can't ice grapple to this one, not enough space
 | 
						|
    set_rule(world.get_location("Quarry - [East] Bombable Wall"),
 | 
						|
             lambda state: state.has(gun, player) or has_sword(state, player))
 | 
						|
 | 
						|
    # Shop
 | 
						|
    set_rule(world.get_location("Shop - Potion 1"),
 | 
						|
             lambda state: has_sword(state, player))
 | 
						|
    set_rule(world.get_location("Shop - Potion 2"),
 | 
						|
             lambda state: has_sword(state, player))
 | 
						|
    set_rule(world.get_location("Shop - Coin 1"),
 | 
						|
             lambda state: has_sword(state, player))
 | 
						|
    set_rule(world.get_location("Shop - Coin 2"),
 | 
						|
             lambda state: has_sword(state, player))
 |